/* 
 * Copyright (C) 2008 Google Inc.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package org.zeroxlab.kubench;

public class Layer {
    
    public Layer(int axis) {
        // start with identity matrix for transformation
        mAxis = axis;
        mTransform.setIdentity();
    }
    
    public void startAnimation() {
        for (int i = 0; i < mShapes.length; i++) {
            GLShape shape = mShapes[i];
            if (shape != null) {
                shape.startAnimation();
            }    
        }
    }

    public void endAnimation() {
        for (int i = 0; i < mShapes.length; i++) {
            GLShape shape = mShapes[i];
            if (shape != null) {
                shape.endAnimation();
            }    
        }
    }
    
    public void setAngle(float angle) {
        // normalize the angle
        float twopi = (float)Math.PI *2f;
        while (angle >= twopi) angle -= twopi;
        while (angle < 0f) angle += twopi;
//        mAngle = angle;
        
        float sin = (float)Math.sin(angle);
        float cos = (float)Math.cos(angle);
        
        float[][] m = mTransform.m;
        switch (mAxis) {
            case kAxisX:
                m[1][1] = cos;
                m[1][2] = sin;
                m[2][1] = -sin;
                m[2][2] = cos;
                m[0][0] = 1f;
                m[0][1] = m[0][2] = m[1][0] = m[2][0] = 0f;
                break;
            case kAxisY:
                m[0][0] = cos;
                m[0][2] = sin;
                m[2][0] = -sin;
                m[2][2] = cos;
                m[1][1] = 1f;
                m[0][1] = m[1][0] = m[1][2] = m[2][1] = 0f;
                break;
            case kAxisZ:
                m[0][0] = cos;
                m[0][1] = sin;
                m[1][0] = -sin;
                m[1][1] = cos;
                m[2][2] = 1f;
                m[2][0] = m[2][1] = m[0][2] = m[1][2] = 0f;
                break;
        }
        
        for (int i = 0; i < mShapes.length; i++) {
            GLShape shape = mShapes[i];
            if (shape != null) {
                shape.animateTransform(mTransform);
            }
        }
    }
    
    public GLShape[] mShapes = new GLShape[9];
    M4 mTransform = new M4();
//    float mAngle;

    // which axis do we rotate around?
    // 0 for X, 1 for Y, 2 for Z
    int mAxis;
    static public final int kAxisX = 0;
    static public final int kAxisY = 1;
    static public final int kAxisZ = 2;    
}
